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Topic Summary

Posted by: voodoo47
« on: 11. February 2023, 10:57:55 »

probably not going to win the most downloaded mod award, but hey, nice bit of scripting.

will rework the first post a bit later, probably removing the obsolete tag. we'll need a replacement, like "what are you even doing downloading this mod" or something.
Posted by: sarge945
« on: 11. February 2023, 03:42:19 »

You're really committed to stirring up shit this week, aren't you.

Eh, multiple people previously complained in this very thread that the original version contained WAY too much stuff. I remember playing it absolutely ages ago and feeling the same.

I don't exactly think it's uncontroversial to want some nice glass doors without giving the player 40+ cybermodules.
Posted by: ZylonBane
« on: 10. February 2023, 19:25:59 »

And now, almost 10 years later, the majority of the visual changes in this mod are now available for SCP. NONE of the gameplay additions/changes are in this, so expect it to be balanced.
You're really committed to stirring up shit this week, aren't you.
Posted by: sarge945
« on: 10. February 2023, 18:17:13 »

And now, almost 10 years later, the majority of the visual changes in this mod are now available for SCP. NONE of the gameplay additions/changes are in this, so expect it to be balanced. It should work with SCP and may or may not work with Secmod.

I think the glass doors look amazing and really modernise the ship design and make it feel bigger. If a texture artist was interested in helping with the doors, I would be interested in potentially replacing every small door in the game with a glass one, with images for the various decks/areas.

//EDIT: Apparently this doesn't work for most people and results in black voids for doors. Use this at your own risk.
[HiTorque.7z expired]
Posted by: voodoo47
« on: 03. June 2014, 18:35:45 »

no, not really - SCP corrects what is wrong, and there is nothing wrong with the orig doors. however, if the modified doors have the same dimensions, it should be pretty trivial to create a dml that would switch the model in any medsci map (as long as the model is added to the resources as well). sort of a minimod for SCP.
Posted by: System Shocked
« on: 03. June 2014, 18:16:51 »

@ voodoo47

You can count me as a downloader. Gotta love those transparent doors. Any way you can bring them into the SCP?

Thanks so much for this.
Posted by: voodoo47
« on: 01. June 2014, 16:59:46 »

so yeah, the level has completely screwed up lighting. not much sense in fixing it now (mostly because of the stuff Kolya has mentioned in the previous post), but as it takes literally 30 seconds (one relight), well, why not - map with fixed lighting attached to the original post (did not merge it with the orig download, as the relit map requires SS2 v2.42).

maybe I'm just wondering whether the download counter on the relit map will hit 10 downloads 'till the end of this year.
Posted by: Kolya
« on: 01. July 2013, 15:34:17 »

You could try leaving out the gamesys (filename: shock2.gam) and install the rest. Might work. I would suggest to install no other mods then and test a bit.
Note that this mod still won't be compatible with ADAOB or Secmod or any other mod that also replaces the medsci mission file.
Posted by: Xegoog
« on: 01. July 2013, 13:46:40 »

I didn't know that. Thank you for telling me. I'd like to keep the level changes but leave out things like: extra cyber modules, ammo, weapons, nanites, and things like that. Truth be told I actually like the insane challenge that the original game had. As nice as it is to have the additions of new weapons, CMs, Nanites, ect; It goes beyond taking away from the frustration factor and actually makes the game too easy and unchallenging (at least for me, not that that isn't necessarily a bad thing)
Posted by: Kolya
« on: 01. July 2013, 12:37:05 »

The doors aren't just textures, they're part of the mission files. So are many of the collectable items. It's not easy to separate these.
You might also want to clarify a bit what exactly you want to keep or leave out.
Posted by: Xegoog
« on: 01. July 2013, 12:04:28 »

Is it possible to install just the new textures such as the doors and stuff WITHOUT installing the new items and such?
Posted by: Crowley
« on: 10. March 2013, 18:57:13 »

Ah, thank you for clearing that up.
Posted by: Kolya
« on: 10. March 2013, 18:22:52 »

You have to do no such thing. The original readme that you are referring to is here for historical reasons only.
Always follow the QUICK GUIDE at the top of the first post to install any mod.
Posted by: Crowley
« on: 10. March 2013, 17:17:54 »

Could someone help me out? I'd like to play this mod, but I don't know how to add entries to object hierarchy. From what I understand, that's part of the gamesys file, but the links to download that here appear to be dead.
Posted by: Simplex
« on: 20. February 2013, 22:03:49 »

Compatability/Compatibility? I think I looked for both :)

You told me to ask MOTHER, so I went here: https://www.systemshock.org/index.php/topic,817.0.html and searched for "compat" - found no matches.
Posted by: Kolya
« on: 20. February 2013, 21:16:29 »

Wrong spelling Simplex, that's why you couldn't find it. ;)
Posted by: Marvin
« on: 19. February 2013, 23:39:25 »

Posted by: Simplex
« on: 19. February 2013, 23:33:44 »

Which topic specifically? Because I just looked at the page and none of the topics has "compatability" in the name. I also looked at "newbie modding guide" but also no word on mod compatability.
Posted by: Kolya
« on: 19. February 2013, 22:13:00 »

No, they are really incompatible. You would have to remove ADaoB. Ask MOTHER for "mod compatibility" to learn more.
Posted by: Simplex
« on: 19. February 2013, 22:09:20 »

Would it helpt to put this mod is put DataTempMods (I just wanted to check out how it looks).
Posted by: voodoo47
« on: 19. February 2013, 20:08:15 »

yes, it will mess things up. those two are incompatible.
Posted by: GodzillaX8
« on: 19. February 2013, 19:42:57 »

I am wondering if I install this on top of ADAOB etc. if it will mess anything up?  This has always been one of my favorite mods, but I have my new install working perfectly the way I want after many hours of tweaking, so I don't want to ruin anything.  :P
Posted by: Kolya
« on: 02. January 2013, 09:20:55 »

This mod and ADaoB both replace the medsci mission files. The high res monitor textures of SHEMP are associated with ADaoB's mission file.
At this point there is no useful way of mixing these two mods, short of editing the monitor textures into HiTorque's mission.
However things have changed since SHEMP came out and these days it would be possible to create a SHEMP mod that would be independent of the mission file being used. And that's the plan for SHEMP.
Posted by: Marcelo
« on: 02. January 2013, 03:16:20 »

Thanks for the reply. I tried to merge both mods by adding the Techc and Techw files but it didn't worked. I guess I'll have to pick one.
Posted by: Kolya
« on: 02. January 2013, 01:28:55 »

Ask MOTHER about mod compatibility.
Posted by: Marcelo
« on: 02. January 2013, 01:17:08 »

It seems that this mod switches some SHEMP and AdaoB animated textures back to low res. Is there any way to fix this?
Posted by: SeniorCitizen
« on: 09. November 2012, 21:55:54 »

i wish someone edited this awesome mod and excluded the extra items/ammo.
Posted by: Kolya
« on: 08. August 2012, 07:37:35 »

The original author hasn't been around for a long time. So get yourself a ShockEd kit, load up a save game near those hypos and find out.
See also: SS2 editing
Posted by: Xerxes250
« on: 07. August 2012, 22:27:58 »

What are the 3 unnamed hypos found on the floor near those cryo tanks for? I can't use them.
Posted by: Join ussss!
« on: 05. March 2012, 03:41:34 »

Although I like this mod it really is a shame it is for med/sci only, also there is way too many extra items lying around.
Posted by: Kolya
« on: 05. March 2012, 00:36:35 »

If I remember correctly various parts of this mod were reused in other mods, eg I think Christine used the transparent glass doors in one of her missions (Ponterbee?).
Anyway, play this for fun and then start a serious game with Secmod (incl. seriously getting your butt kicked by the superswift secmod hybrids). :/
Posted by: miracle.flame
« on: 04. March 2012, 20:16:47 »

nah.. not possibile.. not at all... this one is only about med/sci nothing else
Posted by: infrabaron
« on: 04. March 2012, 20:12:04 »

this sounds good, am considering for next playthrough. but i have played through vanilla ss2 so many times, that i might like to try secmod - will this be compatible or hopefully redundant?
Posted by: Widget
« on: 11. February 2010, 16:14:17 »

This mod is, functionally, a "trainer". If you want the graphical improvements but not the advantages then maybe just don't pick them up?  :weird:
Posted by: honor
« on: 03. February 2010, 04:24:54 »

I love it but the amount of items laying around is just to much to the point where its not even close to a challenge on even impossible difficulties. Maybe take the amount of items down a couple notches and i'll reinstall it.
Posted by: neoendedsmith
« on: 19. December 2008, 02:34:57 »

Nevermid Koyla, I don't want to use this mod right now because it had "shock.gam" in it and it gives me much more cyber modules, nanites and such...not what I want cuz I'm playing it fresh.
Posted by: neoendedsmith
« on: 18. December 2008, 18:34:49 »

Koyla, does this supposed wonderful mod have any incompatibilites with ADaob v.0.2.9 or Arcaniac Graphics v.2.0 since this mod is from 2004?  When you used it, where there any bugs or graphical glitches you experienced?

Thank you Koyla!!
Posted by: Liam
« on: 30. April 2008, 18:16:07 »

Kolya this is just the most fantasktec mod on this web. It just adds a great improvemt the the 1st part of the 1st level of :)  SYSTEM SHOCK 2. Great work Kolya. Are you thcking of more mods what change the levels of SYSTEM SHOCK 2.  :) ;) :thumbwink:[img]Kolya.jbp
Posted by: Chandlermaki
« on: 09. February 2008, 21:56:30 »

Wow! I gotta say, this mod is one of my favorites!
The new transparent doors are the best!
Posted by: Kolya
« on: 29. December 2004, 00:50:36 »

Tags: °mis °object °texture °SS2 °obsolete

Install ADAOB then this mod on top.
 
The text below is taken from several posts by HiTorque written on WugglesUnlimited (RIP) at the time he made some very impressive modifications for the MedSci-level that I have gathered in this single Mod. Most notably these are some stunning (transparent) glass pane doors and (the previously leftout) body lockers for the MedSci morgue which add perfectly to this place.
Note that HiTorque made his Mod compatible to Straylight's ADAOB mod. To play with both mods you should install ADAOB first. Zombe's Mod Manager will complain about the mods being incompatible when activating HiTorque's Mod then but this can be safely ignored. Remember to start a new game to make this mod work. Note that this mod adds nanites, cyber modules and other goodies which are not part of the original gameplay.



The links to digitalnugget.com below (Wuggles Unlimited domain) are dead now.

-----------------------
This archive contains the missing Rec Deck Sign "Casino" that goes along with the "Mall", "Theater", and "Athletics" signs.

To use it, drop the .bin file in your existing sshock\Obj folder and the .pcx in your Obj\txt16 folder or see the TTLG forums for instuctions on making your SS2 install mod ready. You will then need to add the sign to Object Hierarchy...signs>ship areas>rec signs, giving it a shape property of "cr_cas" (to point to our newly installed model) and save your gamesys.

Hi-Torque 3-20-04

Shock On!


-------------------------------

This archive contains five MedSci Signs available in Dromed in the Object Hierarchy under ...Signs>Ship Areas>MedSci Signs that were previusly unusable due to various errors.

Four of the signs match the look and theme of the ones used in Eng, Rec, Ops, and (unused) Hydro. Also included is the "Cryo Storage" floor arrow.

To use the signs simply drop the .bin files into you existing Sshock2\Obj folder or see the TTLG forums for directions on how to make your SS2 folder mod ready. You will of course have to use Dromed to place them :)

Many grateful thanks to Mike P. for his kind assistance. I would have never figured it out without his help.

Hi-Torque 3-20-04

Shock On!


----------------------------------------------------------------------------------------------------------
This file contains a modified version of the medsci1 level. To use it, first rename your exsisting medsci1 level, and copy the included mis file into your sshock2 directory.

What else may be needed:

1.My modified gamesys file which is at: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=241&posts=1

2.G'len's Computer pack: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=113&posts=1. Look for Comp.zip

Whats new:

1. I originally started editing with Dromed to increase the number of weapons and ammo available during multiplay. Yes I know the purists among you are outraged, but its all for fun right? So, numerous weapons and ammo are now liberally strewn about.

2. The new door and sign models discussed here: http://www.ttlg.com/forums/showthread.php?s=&threadid=80693, are inplace.

3. The unused morgue body drawers have been used to complete the morgue.

I will also (if anyone is interested) upload my other levels.

Shock On!

Hi-Torque 4-30-04


------------------------------


[Updated] First, three new doors, glass pane versions of both Med and Sci doors made from the previously unused Hydro door models and a standard door featuring the double circle/vb logo. The custom textures are of course up to SHTUPs standards. I was somewhat afraid the the model was buggy, but after replacing nearly all the doors in medsci1, I can find no errors. These doors are quite lovely IMHO as they are translucent and show off the Dark Engines capabilites to great effect.

To use them, drop the bin files in your (mod ready) SS2 Obj folder, and the pcx's in your obj\txt16 folder. You will then need to add the appropriate properties to the new models in your gamesys via Dromed.

Second, Wuggles suggested that I upload my modifed gamesys (updated 5/21/04 to reflect newest signs and doors). So Ive included it to, but be aware of the following:

1. All of the new and fixed signs (see here: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=194&posts=1 ) are included, Physical>Decorative>Signs>Alpha Signs>Ship Areas>MedSci Signs.

2. Both of the doors are included, Physical>Terrain>Doors>
3. The unused morgue body lockers (see here: http://www.digitalnugget.com/mbbs2/forums/thread-view.asp?tid=194&posts=1 ) are included, Functional>Usable Containers>Morgue...

3. Ive installed Straylights Gamesys fixes.

As I add more objects, I'll update this gamesys file.

Finally, a custom medsci1 level which has been modified to include the new doors (among other things). You can find the level here: http://www.digitalnugget.com/crap/Hi_Torque_medsci1.rar

Edited by Hi-Torque 5/21/2004 6:37 AM

--------------

This archive contains seven new signs. Two Rec Deck signs, "Lounge" and "Obs Deck" that go along with the "Mall", "Theater", and "Athletics" signs. And five new Med/Sci signs, "Lounge","Morgue","Dining (to go alonge with those cool unused morgue body drawer models in objs.crf) and two storage signs similar to the ones used on Eng and Hydro.

To use them, drop the .bin files in your existing sshock\Obj folder and the .pcxs in your Obj\txt16 folder or see the TTLG forums for instuctions on making your SS2 install mod ready. You will then need to add the signs to Object Hierarchy...signs>ship areas>rec signs and the same for Med/Sci. Note the the "cr_lou" and "cr_obs" models use an updated cr_cas.pcx texture, the same one used for the "Casino" sign previously released.

Hi-Torque 5-21-04

Shock On!
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